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Posted

Hi,

 

This is my code:

void CharacterUpdate(void *character){

	if(character != NULL) {
    bool isAI = *(int *)((uint64_t)character + 0x221); //isAI = 0x221 //Class Character: CharacterBase

    if(isAI) {	// Check if it's the AI before doing something 
      if([menu getBool:@"GodmodeSwitch"]) //checking if feature is enabled or not.
       return; //return what it normally returns
} else {
       *(float *)((uint64_t)character + 0x48) = 99999999; //health = 0x48 //Class CharacterBase
   }
}
old_CharacterUpdate(character);
}

MSHookFunction((void*)getRealOffset(0xOffset),(void*)CharacterUpdate,(void**)&old_CharacterUpdate); //Class: CharacterBase -> Func: UpdateCharacter

    	[menu addSwitchWithIdentifier:@"GodmodeSwitch"
    		title:@"Godmode"
    		description:@"You can't die."]; 

 

But somehow it doesn't seem to know when it's on or not, it just acts like it's always ON

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Posted

Take a look at the example here: 

 

Posted
3 minutes ago, Ted2 said:

I did, I tried everything

Seeing your code, I don't think you have seen the example properly.

Posted
Just now, DiDA said:

Seeing your code, I don't think you have seen the example properly.

Idk too what example you're refering too, but why would bool isFeatureActive = if([menu getBool:@"GodmodeSwitch"]) make a diffrence?

Posted
4 minutes ago, Ted2 said:

Idk too what example you're refering too, but why would bool isFeatureActive = if([menu getBool:@"GodmodeSwitch"]) make a diffrence?

Your code is wrong I'm fixing it

Posted (edited)
5 minutes ago, Ted2 said:

<3

You over complicated it 

 

void CharacterUpdate(void *character){
	if(character != NULL) {
		bool isAI = *(int *)((uint64_t)character + 0x221); //isAI = 0x221 //Class Character: CharacterBase

		if(isAI) {	// Check if it's the AI before doing something 
			if([menu getBool:@"GodmodeSwitch"]) //checking if feature is enabled or not.
				return; //return what it normally returns
		} else {
			// this block of code will be reached when the player that's in your control (not AI)
			// so why even have the isAI if statement?
			// why not just if(!isAI)?
			*(float *)((uint64_t)character + 0x48) = 99999999; //health = 0x48 //Class CharacterBase
		}
	}
	
	old_CharacterUpdate(character);
}

// It should work now, try the code below

void CharacterUpdate(void *character){
	// the character parameter is guarenteed to be non-null
	bool isAI = *(int *)((uint64_t)character + 0x221); //isAI = 0x221 //Class Character: CharacterBase

	if(!isAI && [menu getBool:@"GodmodeSwitch"]){	// Check if it is not AI before setting health
		*(float *)((uint64_t)character + 0x48) = 99999999.0f; //health = 0x48 //Class CharacterBase
	}
	
	old_CharacterUpdate(character);
}

 

Updated by Guest
Posted
4 minutes ago, shmoo said:

You over complicated it 

 


void CharacterUpdate(void *character){
	if(character != NULL) {
		bool isAI = *(int *)((uint64_t)character + 0x221); //isAI = 0x221 //Class Character: CharacterBase

		if(isAI) {	// Check if it's the AI before doing something 
			if([menu getBool:@"GodmodeSwitch"]) //checking if feature is enabled or not.
				return; //return what it normally returns
		} else {
			// this block of code will be reached when the player that's in your control (not AI)
			// so why even have the isAI if statement?
			// why not just if(!isAI)?
			*(float *)((uint64_t)character + 0x48) = 99999999; //health = 0x48 //Class CharacterBase
		}
	}
	
	old_CharacterUpdate(character);
}

// It should work now, try the code below

void CharacterUpdate(void *character){
	// the character parameter is guarenteed to be non-null
	bool isAI = *(int *)((uint64_t)character + 0x221); //isAI = 0x221 //Class Character: CharacterBase

	if(!isAI && [menu getBool:@"GodmodeSwitch"]){	// Check if it is not AI before setting health
		*(float *)((uint64_t)character + 0x48) = 99999999.0f; //health = 0x48 //Class CharacterBase
	}
	
	old_CharacterUpdate(character);
}

 

Can you fix freezing of game also?

Posted

@shmoo

 

Okay so now my Character is freezing.. (also if the option is disabled) xd

1 minute ago, vladimpaler said:

Can you fix freezing of game also?

Mate, I already told you I would fix it. Don't go to topics & change subjects.

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